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Patch 3.7 notes

By Riot Pwyff

Akali

These two changes are intended to give Akali's kit some utility. With Twilight Shroud now granting vision where it's placed, Akali can perform interesting jungle and lane jukes by first casting Twilight Shroud to gain vision of an enemy or jungle monster, and then using Shadow Dance as an escape tool. Overall, it should be a cool little trick that adds some depth to this ability.

Twilight Shroud

Now grants vision in the area of effect

Shadow Dance

Essence of Shadow charge time reduced to 30/22.5/15 seconds from 35/25/15

Caitlyn

Caitlyn was crowding out a lot of other AD champions with her potent siege capabilities and strong lane trading potential. We wanted to highlight her weakness to extended trades as a sniper by reducing her base attack speed.

Additionally, by removing the accrual of headshot stacks when attacking turrets, it'll be a little more difficult for Caitlyn to perpetually siege towers in early game while zoning out enemies with the threat of a headshot.

Base Attack Speed reduced to 0.625 from 0.668

Attack Speed per level increased to 4% from 3%

Headshot

No longer gains stacks when attacking structures

Cassiopeia

Twin Fang

Now counts as a single target spell for the sake of items like Rylai's Crystal Scepter

Diana

As a melee champion, Diana should have an inherent weakness to lane harass. These changes are to reduce some of the safe and efficient wave clear Diana was getting from auto-attacking with her shield up in lane.

The shield change will help Diana in mid- to late-game team fights when she needs to dive into multiple enemies to engage. Before the changes, Diana's shield refreshed almost immediately and she got no benefit from the first stack unless she took damage very quickly upon initiating. Now with her shields stacking on top of each other, Diana will gain a little more survivability in these kind of engagements.

The second application of the shield now stacks with the first shield instead of replacing it

Elise

Removing the bonus Armor and Magic Resist in Spider Form while increasing the ability power ratio on Skittering Frenzy will better position Elise's offensive capabilities and vulnerabilities. Elise continues to be a very strong lane bully; she will just need to think carefully about when she can win a trade.

Skittering Frenzy

Ability Power ratio increased to 0.04 from 0.02

Spider Form

No longer grants bonus Armor and Magic Resist

Jarvan IV

Demacian Standard

Vision radius of the Standard reduced to 700 from 850

Karma

Inner Flame

Mantra Bonus - Soulflare

Slow area now spawns directly under the primary target

Miss Fortune

Miss Fortune excels at trading in lanes, but her Impure Shots were building too quickly and dealing too much burst damage with the use of Double Up. With this change, Miss Fortune loses some of her burst potential, but will do around the same damage in extended trades.

Impure Shots

Passive

Max stacks increased to 5 from 4

Damage per stack reduced to 4/6/8/10/12 from 6/8/10/12/14

Mordekaiser

Recommend items updated

Nami

These general usability buffs are for Nami to feel more impactful in team fights and skirmishes. In particular, with Surging Tides giving more movement speed and Aqua Prison having a longer stun duration, Nami players should feel better about playing aggressive in a lane.

Basic Attack Missile Speed increased to 1500 from 1350

Surging Tides

Bonus Movement Speed increased to 40 from 30

Aqua Prison

Stun duration increased to 1.5 seconds from 1.25

Nunu

Nunu naturally fits in the jungle with his strong objective control and high map mobility – these changes should add more depth within that role. Above all, we want Consume to be a cool spell –Consume has traditionally languished in late game for everything besides objective control, so making it an attractive spell with these changes adds more depth and rank-up incentive.

Consume

Damage increased to 600/700/800/900/1000 from 500/600/700/800/900

Healing reduced to 90/130/170/210/250 from 125/180/235/290/345

Healing ratio reduced to 0.75 from 1.0

Consume now grants bonuses for 120/150/180/210/240 seconds based on the type of monster consume was used on:

Fixed a bug where Vault failed to interrupt targets that were immune to slows

Rammus

Puncturing Taunt

Can no longer target minions

Rumble

We did tone down some of Rumble's overall damage, but we also took this opportunity to make Danger Zone more impactful in Rumble's overall play. Here we've decided to increase his benefits for staying in the Danger Zone, so Rumble players will have more incentive to carefully manage their abilities.

With his huge global map pressure in early and mid-game, we wanted to reduce Twisted Fate's overall power without hitting the core components that make him fun. We're changing the passive cooldown reduction on Stacked Deck to attack speed to take out some of the free power he was getting without much gameplay interaction. Additionally, given Destiny's high impact, we've brought it more in line with other global ability cooldowns

Fixed a bug that caused Tiger Strike to only apply in the first 5 seconds of the stance

Varus

Hail of Arrows makes Varus very strong in lane trades and zoning enemies out, but the strength of this ability was crowding out the intended use of Piercing Arrow as a high-damage snipe. With these changes, Hail of Arrows still has its strength in area control but it no longer completely trumps Piercing Arrow as a method of proccing Blighted Quiver and dealing high burst damage.

Base Movement Speed reduced to 330 from 335

Piercing Arrow

Minimum damage increased to 10/47/83/120/157 from 10/43/77/110/143

Maximum damage increased to 15/70/125/180/235 from 15/65/115/165/215

Improved hit detection at the end of the missile

Hail of Arrows

Damage reduced to 65/100/135/170/205 from 65/105/145/185/225

Chain of Corruption

Improved hit detection at the end of the missile

Warwick

These are mostly quality of life changes for Warwick, who actually spent more time channeling Infinite Duress than he spent suppressing his target. Additionally, the fact that Warwick will now always place himself in front of the target rather than in a random location around them should add a little more strategic depth to who he suppresses and when.

Infinite Duress

Channel time reduced to 1.5 seconds from 2.1 (the target is still suppressed for the full 1.8 seconds)

Infinite Duress now always places Warwick in front of the target rather than a random spot around the target

Zac

For all of the utility and sustain he brings, Zac was just a little too strong across the board. These changes should tone him down in places where he had excessive power – reducing the burst power of his ultimate and his already unusually high sustain from bloblets.

Base Health Regen reduced to 7.0 from 12.5

Let's Bounce!

Damage reduced to 140/210/280 from 160/240/320

Fixed a bug where Let's Bounce! was applying a 0.25 Ability Power ratio on every bounce rather than 0.4 on the first bounce, halved on subsequent bounces

Tenacity reduced to 50% from 75%

Zed

As a resourceless champion, Zed was able to farm efficiently and safely without giving his opponent much opportunity for interaction. These changes should hit his wave clearing efficiency, especially at early levels. The vision reduction on Zed's Living Shadow was just to bring it more in line with other abilities of this type.

Mikael's Crucible is a very strong item for supports who want to stay on the back line out of harm's way. Most supports, however, opt for Philosopher's Stone in early game, which makes them adverse to buying another high-sustain item like Mikael's Crucible. These changes also open up more diversity for supports when upgrading their Philosopher's Stone - Shurelya's offers more offensive and defensive disengage, but Mikael's Crucible offers more in-fight potential.

While this change doesn't seem significant, it will help auto-attack reliant laners when trading against ability-based laners. Champions who rely on lane harassment through abilities typically don't draw minion attacks as much as auto-attack champions, and this disparity was forcing a lot of champions to opt for high-sustain starts in order to compensate. This change will have a larger overall effect on lane trading as the game progresses.

Caster Minions

Base Attack Damage reduced to 23 from 25

Howling Abyss

High Winds duration and intervals tweaked to match the pace of the music

Statue destruction algorithms tweaked to become more consistent throughout the match

Game Interface

Loss of Control UI

Loss of control indicators now appear underneath a player's nameplate when the player's champion is afflicted by a crowd control effect

A unique icon is displayed for each type of effect, and a shrinking progress bar indicates time remaining on the effect